コード例 #1
0
void Game_Character::SetGraphic(const std::string& name, int index) {
	if (GetSpriteName() != name || GetSpriteIndex() != index) {
		SetSpriteName(name);
		SetSpriteIndex(index);
		tile_id = 0;
		pattern = RPG::EventPage::Frame_middle;
	}
}
コード例 #2
0
ファイル: actor.cpp プロジェクト: Ratstail91/Pickin-Sticks
Uint16 Actor::SetSpriteIndex(Uint16 index) {
	//zero the frame
	image.SetClipX(0);
	animator.SetFrame(0);

	//set the index
	image.SetClipY(index * image.GetClipH());

	return GetSpriteIndex();
}
コード例 #3
0
bool Heroes::Move(bool fast)
{
    if(Modes(ACTION)) ResetModes(ACTION);

    // move hero
    if(path.isValid() &&
           (isEnableMove() || (GetSpriteIndex() < 45 && GetSpriteIndex() % 9) || GetSpriteIndex() >= 45))
    {
	// fast move for hide AI
	if(fast)
	{
	    direction = path.GetFrontDirection();
    	    MoveStep(true);

	    return true;
	}
	else
	{
    	    // if need change through the circle
	    if(GetDirection() != path.GetFrontDirection())
    	    {
                AngleStep(path.GetFrontDirection());
            }
            else
            // move
    	    if(MoveStep())
    	    {
    		if(isFreeman()) return false;

		return true;
    	    }
	}
    }
    else
    {
	SetMove(false);
    }

    return false;
}
コード例 #4
0
void IdleActionRenderer::Init( const Actor& actor )
{
    int32_t actorId = actor.GetId();
    auto renderableC( actor.Get<IRenderableComponent>() );
    actorId = GetSpriteId( renderableC->GetSpriteIndex(), actorId );
    
    SpriteCollection const& Sprites = mRenderableRepo( actorId );
    static int32_t aid = AutoId( "body_idle" );
    Sprite const& Spr = Sprites( aid );
    if( Spr.IsValid() )
    {
        mSpr = &Spr;
        mSecsToEnd = Spr.GetSecsToEnd();
    }
}
コード例 #5
0
/**
**  Define the sprite to show variables.
**
**  @param l    Lua_state
*/
static int CclDefineSprites(lua_State *l)
{
	const int args = lua_gettop(l);

	for (int i = 0; i < args; ++i) {
		Decoration deco;

		lua_pushnil(l);
		const char *name = NULL;// name of the current sprite.
		while (lua_next(l, i + 1)) {
			const char *key = LuaToString(l, -2); // key name
			if (!strcmp(key, "Name")) {
				name = LuaToString(l, -1);
			} else if (!strcmp(key, "File")) {
				deco.File = LuaToString(l, -1);
			} else if (!strcmp(key, "Offset")) {
				CclGetPos(l, &deco.HotPos.x, &deco.HotPos.y);
			} else if (!strcmp(key, "Size")) {
				CclGetPos(l, &deco.Width, &deco.Height);
			} else { // Error.
				LuaError(l, "incorrect field '%s' for the DefineSprite." _C_ key);
			}
			lua_pop(l, 1); // pop the value;
		}
		if (name == NULL) {
			LuaError(l, "CclDefineSprites requires the Name flag for sprite.");
		}
		int index = GetSpriteIndex(name); // Index of the Sprite.
		if (index == -1) { // new sprite.
			index = DecoSprite.SpriteArray.size();
			DecoSprite.Name.push_back(name);
			DecoSprite.SpriteArray.push_back(deco);
		} else {
			DecoSprite.SpriteArray[index].File.clear();
			DecoSprite.SpriteArray[index] = deco;
		}
		// Now verify validity.
		if (DecoSprite.SpriteArray[index].File.empty()) {
			LuaError(l, "CclDefineSprites requires the File flag for sprite.");
		}
		// FIXME check if file is valid with good size ?
	}
	return 0;
}
コード例 #6
0
/**
**  Define the sprite to show variables.
**
**  @param l    Lua_state
*/
static int CclDefineSprites(lua_State *l)
{
	const char *name;     // name of the current sprite.
	int args;             // number of arguments.
	int i;                // iterator on argument.
	const char *key;      // Current key of the lua table.
	int index;            // Index of the Sprite.

	args = lua_gettop(l);
	for (i = 0; i < args; ++i) {
		Decoration deco;

		lua_pushnil(l);
		name = 0;
		while (lua_next(l, i + 1)) {
			key = LuaToString(l, -2); // key name
			if (!strcmp(key, "Name")) {
				name = LuaToString(l, -1);
			} else if (!strcmp(key, "File")) {
				deco.File = LuaToString(l, -1);
			} else if (!strcmp(key, "Offset")) {
				if (!lua_istable(l, -1) || lua_objlen(l, -1) != 2) {
					LuaError(l, "incorrect argument");
				}
				lua_rawgeti(l, -1, 1); // offsetX
				lua_rawgeti(l, -2, 2); // offsetY
				deco.HotX = LuaToNumber(l, -2);
				deco.HotY = LuaToNumber(l, -1);
				lua_pop(l, 2); // Pop offsetX and Y
			} else if (!strcmp(key, "Size")) {
				if (!lua_istable(l, -1) || lua_objlen(l, -1) != 2) {
					LuaError(l, "incorrect argument");
				}
				lua_rawgeti(l, -1, 1); // Width
				lua_rawgeti(l, -2, 2); // Height
				deco.Width = LuaToNumber(l, -2);
				deco.Height = LuaToNumber(l, -1);
				lua_pop(l, 2); // Pop Width and Height
			} else { // Error.
				LuaError(l, "incorrect field '%s' for the DefineSprite." _C_ key);
			}
			lua_pop(l, 1); // pop the value;
		}
		if (name == NULL) {
			LuaError(l, "CclDefineSprites requires the Name flag for sprite.");
		}
		index = GetSpriteIndex(name);
		if (index == -1) { // new sprite.
			index = DecoSprite.SpriteArray.size();
			DecoSprite.Name.push_back(name);
			DecoSprite.SpriteArray.push_back(deco);
		} else {
			DecoSprite.SpriteArray[index].File.clear();
			DecoSprite.SpriteArray[index] = deco;
		}
		// Now verify validity.
		if (DecoSprite.SpriteArray[index].File.empty()) {
			LuaError(l, "CclDefineSprites requires the File flag for sprite.");
		}
		// FIXME check if file is valid with good size ?
	}
	return 0;
}
コード例 #7
0
void Heroes::Redraw(Surface & dst, s32 dx, s32 dy, bool with_shadow) const
{
    const Point & mp = GetCenter();
    const Interface::GameArea & gamearea = Interface::Basic::Get().GetGameArea();
    if(!(gamearea.GetRectMaps() & mp)) return;

    bool reflect = ReflectSprite(direction);

    const Sprite & sprite1 = SpriteHero(*this, sprite_index, reflect, false);
    const Sprite & sprite2 = SpriteFlag(*this, sprite_index, reflect, false);
    const Sprite & sprite3 = SpriteShad(*this, sprite_index);
    const Sprite & sprite4 = SpriteFroth(*this, sprite_index, reflect);

    Point dst_pt1(dx + (reflect ? TILEWIDTH - sprite1.x() - sprite1.w() : sprite1.x()), dy + sprite1.y() + TILEWIDTH);
    Point dst_pt2(dx + (reflect ? TILEWIDTH - sprite2.x() - sprite2.w() : sprite2.x()), dy + sprite2.y() + TILEWIDTH);
    Point dst_pt3(dx + sprite3.x(), dy + sprite3.y() + TILEWIDTH);
    Point dst_pt4(dx + (reflect ? TILEWIDTH - sprite4.x() - sprite4.w() : sprite4.x()), dy + sprite4.y() + TILEWIDTH);

    // apply offset
    if(sprite_index < 45)
    {
	s32 ox = 0;
	s32 oy = 0;
	int frame = (sprite_index % 9);

	switch(direction)
	{
    	    case Direction::TOP:            oy = -4 * frame; break;
    	    case Direction::TOP_RIGHT:      ox = 4 * frame; oy = -4 * frame; break;
    	    case Direction::TOP_LEFT:       ox = -4 * frame; oy = -4 * frame; break;
    	    case Direction::BOTTOM_RIGHT:   ox = 4 * frame; oy = 4 * frame; break;
    	    case Direction::BOTTOM:         oy = 4 * frame; break;
    	    case Direction::BOTTOM_LEFT:    ox = -4 * frame; oy = 4 * frame; break;
    	    case Direction::RIGHT:          ox = 4 * frame; break;
    	    case Direction::LEFT:           ox = -4 * frame; break;
    	    default: break;
	}

	dst_pt1.x += ox;
	dst_pt1.y += oy;
	dst_pt2.x += ox;
	dst_pt2.y += oy;
	dst_pt3.x += ox;
	dst_pt3.y += oy;
	dst_pt4.x += ox;
	dst_pt4.y += oy;
    }

    if(isShipMaster())
    {
	dst_pt1.y -= 15;
	dst_pt2.y -= 15;
	dst_pt3.y -= 15;
	dst_pt4.y -= 15;

	sprite4.Blit(gamearea.RectFixed(dst_pt4, sprite4.w(), sprite4.h()), dst_pt4, dst);
    }

    // redraw sprites for shadow
    if(with_shadow)
	sprite3.Blit(gamearea.RectFixed(dst_pt3, sprite3.w(), sprite3.h()), dst_pt3, dst);

    // redraw sprites hero and flag
    sprite1.Blit(gamearea.RectFixed(dst_pt1, sprite1.w(), sprite1.h()), dst_pt1, dst);
    sprite2.Blit(gamearea.RectFixed(dst_pt2, sprite2.w(), sprite2.h()), dst_pt2, dst);

    // redraw dependences tiles
    Maps::Tiles & tile = world.GetTiles(center.x, center.y);
    const s32 centerIndex = GetIndex();
    bool skip_ground = MP2::isActionObject(tile.GetObject(false), isShipMaster());

    tile.RedrawTop(dst);

    if(Maps::isValidDirection(centerIndex, Direction::TOP))
	world.GetTiles(Maps::GetDirectionIndex(centerIndex, Direction::TOP)).RedrawTop4Hero(dst, skip_ground);

    if(Maps::isValidDirection(centerIndex, Direction::BOTTOM))
    {
	Maps::Tiles & tile_bottom = world.GetTiles(Maps::GetDirectionIndex(centerIndex, Direction::BOTTOM));
	tile_bottom.RedrawBottom4Hero(dst);
	tile_bottom.RedrawTop(dst);
    }

    if(45 > GetSpriteIndex())
    {
	if(Direction::BOTTOM != direction &&
	    Direction::TOP != direction &&
	    Maps::isValidDirection(centerIndex, direction))
	{
	    if(Maps::isValidDirection(Maps::GetDirectionIndex(centerIndex, direction), Direction::BOTTOM))
	    {
		Maps::Tiles & tile_dir_bottom = world.GetTiles(Maps::GetDirectionIndex(Maps::GetDirectionIndex(centerIndex, direction), Direction::BOTTOM));
    		tile_dir_bottom.RedrawBottom4Hero(dst);
		tile_dir_bottom.RedrawTop(dst);
	    }
	    if(Maps::isValidDirection(Maps::GetDirectionIndex(centerIndex, direction), Direction::TOP))
	    {
		Maps::Tiles & tile_dir_top = world.GetTiles(Maps::GetDirectionIndex(Maps::GetDirectionIndex(centerIndex, direction), Direction::TOP));
		tile_dir_top.RedrawTop4Hero(dst, skip_ground);
	    }
	}

	if(Maps::isValidDirection(centerIndex, Direction::BOTTOM))
	{
	    Maps::Tiles & tile_bottom = world.GetTiles(Maps::GetDirectionIndex(centerIndex, Direction::BOTTOM));

	    if(tile_bottom.GetObject() == MP2::OBJ_BOAT)
    		tile_bottom.RedrawObjects(dst);
	}
    }

    if(Maps::isValidDirection(centerIndex, direction))
    {
	if(Direction::TOP == direction)
	    world.GetTiles(Maps::GetDirectionIndex(centerIndex, direction)).RedrawTop4Hero(dst, skip_ground);
	else
	    world.GetTiles(Maps::GetDirectionIndex(centerIndex, direction)).RedrawTop(dst);
    }
}
コード例 #8
0
ファイル: hud.cpp プロジェクト: YaLTeR/OpenAG
void CHud :: VidInit( void )
{
	m_scrinfo.iSize = sizeof(m_scrinfo);
	GetScreenInfo(&m_scrinfo);

	// ----------
	// Load Sprites
	// ---------
//	m_hsprFont = LoadSprite("sprites/%d_font.spr");
	
	m_hsprLogo = 0;	
	m_hsprCursor = 0;

	if (ScreenWidth < 640)
		m_iRes = 320;
	else
		m_iRes = 640;

	// Only load this once
	if ( !m_pSpriteList )
	{
		// we need to load the hud.txt, and all sprites within
		m_pSpriteList = SPR_GetList("sprites/hud.txt", &m_iSpriteCountAllRes);

		if (m_pSpriteList)
		{
			// count the number of sprites of the appropriate res
			m_iSpriteCount = 0;
			client_sprite_t *p = m_pSpriteList;
			int j;
			for ( j = 0; j < m_iSpriteCountAllRes; j++ )
			{
				if ( p->iRes == m_iRes )
					m_iSpriteCount++;
				p++;
			}

			// allocated memory for sprite handle arrays
 			m_rghSprites = new HSPRITE[m_iSpriteCount];
			m_rgrcRects = new wrect_t[m_iSpriteCount];
			m_rgszSpriteNames = new char[m_iSpriteCount * MAX_SPRITE_NAME_LENGTH];

			p = m_pSpriteList;
			int index = 0;
			for ( j = 0; j < m_iSpriteCountAllRes; j++ )
			{
				if ( p->iRes == m_iRes )
				{
					char sz[256];
					sprintf(sz, "sprites/%s.spr", p->szSprite);
					m_rghSprites[index] = SPR_Load(sz);
					m_rgrcRects[index] = p->rc;
					strncpy( &m_rgszSpriteNames[index * MAX_SPRITE_NAME_LENGTH], p->szName, MAX_SPRITE_NAME_LENGTH );

					index++;
				}

				p++;
			}
		}
	}
	else
	{
		// we have already have loaded the sprite reference from hud.txt, but
		// we need to make sure all the sprites have been loaded (we've gone through a transition, or loaded a save game)
		client_sprite_t *p = m_pSpriteList;
		int index = 0;
		for ( int j = 0; j < m_iSpriteCountAllRes; j++ )
		{
			if ( p->iRes == m_iRes )
			{
				char sz[256];
				sprintf( sz, "sprites/%s.spr", p->szSprite );
				m_rghSprites[index] = SPR_Load(sz);
				index++;
			}

			p++;
		}
	}

	// assumption: number_1, number_2, etc, are all listed and loaded sequentially
	m_HUD_number_0 = GetSpriteIndex( "number_0" );

	m_iFontHeight = m_rgrcRects[m_HUD_number_0].bottom - m_rgrcRects[m_HUD_number_0].top;

	m_Ammo.VidInit();
	m_Health.VidInit();
	m_Spectator.VidInit();
	m_Geiger.VidInit();
	m_Train.VidInit();
	m_Battery.VidInit();
	m_Flash.VidInit();
	m_Message.VidInit();
	m_StatusBar.VidInit();
	m_DeathNotice.VidInit();
	m_SayText.VidInit();
	m_Menu.VidInit();
	m_AmmoSecondary.VidInit();
	m_TextMessage.VidInit();
	m_StatusIcons.VidInit();
	m_Countdown.VidInit();
	m_Crosshairs.VidInit();
	m_CTF.VidInit();
	m_Debug.VidInit();
	m_Location.VidInit();
	m_NextMap.VidInit();
	m_PlayerId.VidInit();
	m_Scores.VidInit();
	m_Settings.VidInit();
	m_Speedometer.VidInit();
	m_SuddenDeath.VidInit();
	m_Timeout.VidInit();
	m_Timer.VidInit();
	m_Vote.VidInit();
	m_Watermark.VidInit();
	GetClientVoiceMgr()->VidInit();
}
コード例 #9
0
//==========================================================================
//***
// ParseStates
// parses a state block
//
//==========================================================================
void ParseStates(FScanner &sc, FActorInfo * actor, AActor * defaults, Baggage &bag)
{
	FString statestring;
	FState state;
	char lastsprite[5]="";

	sc.MustGetStringName ("{");
	sc.SetEscape(false);	// disable escape sequences in the state parser
	while (!sc.CheckString ("}") && !sc.End)
	{
		memset(&state,0,sizeof(state));
		statestring = ParseStateString(sc);
		if (!statestring.CompareNoCase("GOTO"))
		{
do_goto:	
			statestring = ParseStateString(sc);
			if (sc.CheckString ("+"))
			{
				sc.MustGetNumber ();
				statestring += '+';
				statestring += sc.String;
			}
			if (!bag.statedef.SetGotoLabel(statestring))
			{
				sc.ScriptError("GOTO before first state");
			}
		}
		else if (!statestring.CompareNoCase("STOP"))
		{
do_stop:
			if (!bag.statedef.SetStop())
			{
				sc.ScriptError("STOP before first state");
				continue;
			}
		}
		else if (!statestring.CompareNoCase("WAIT") || !statestring.CompareNoCase("FAIL"))
		{
			if (!bag.statedef.SetWait())
			{
				sc.ScriptError("%s before first state", sc.String);
				continue;
			}
		}
		else if (!statestring.CompareNoCase("LOOP"))
		{
			if (!bag.statedef.SetLoop())
			{
				sc.ScriptError("LOOP before first state");
				continue;
			}
		}
		else
		{
			sc.MustGetString();
			if (sc.Compare (":"))
			{
				do
				{
					bag.statedef.AddStateLabel(statestring);
					statestring = ParseStateString(sc);
					if (!statestring.CompareNoCase("GOTO"))
					{
						goto do_goto;
					}
					else if (!statestring.CompareNoCase("STOP"))
					{
						goto do_stop;
					}
					sc.MustGetString ();
				} while (sc.Compare (":"));
//				continue;
			}

			sc.UnGet ();

			if (statestring.Len() != 4)
			{
				sc.ScriptError ("Sprite names must be exactly 4 characters\n");
			}

			state.sprite = GetSpriteIndex(statestring);
			state.Misc1 = state.Misc2 = 0;
			state.ParameterIndex = 0;
			sc.MustGetString();
			statestring = sc.String;

			if (sc.CheckString("RANDOM"))
			{
				int min, max;

				sc.MustGetStringName("(");
				sc.MustGetNumber();
				min = clamp<int>(sc.Number, -1, SHRT_MAX);
				sc.MustGetStringName(",");
				sc.MustGetNumber();
				max = clamp<int>(sc.Number, -1, SHRT_MAX);
				sc.MustGetStringName(")");
				if (min > max)
				{
					swapvalues(min, max);
				}
				state.Tics = min;
				state.TicRange = max - min;
			}
			else
			{
				sc.MustGetNumber();
				state.Tics = clamp<int>(sc.Number, -1, SHRT_MAX);
				state.TicRange = 0;
			}

			while (sc.GetString() && !sc.Crossed)
			{
				if (sc.Compare("BRIGHT")) 
				{
					state.Fullbright = true;
					continue;
				}
				if (sc.Compare("FAST")) 
				{
					state.Fast = true;
					continue;
				}
				if (sc.Compare("SLOW")) 
				{
					state.Slow = true;
					continue;
				}
				if (sc.Compare("NODELAY"))
				{
					if (bag.statedef.GetStateLabelIndex(NAME_Spawn) == bag.statedef.GetStateCount())
					{
						state.NoDelay = true;
					}
					else
					{
						sc.ScriptMessage("NODELAY may only be used immediately after Spawn:");
					}
					continue;
				}
				if (sc.Compare("OFFSET"))
				{
					// specify a weapon offset
					sc.MustGetStringName("(");
					sc.MustGetNumber();
					state.Misc1 = sc.Number;
					sc.MustGetStringName (",");
					sc.MustGetNumber();
					state.Misc2 = sc.Number;
					sc.MustGetStringName(")");
					continue;
				}
				if (sc.Compare("LIGHT"))
				{
					sc.MustGetStringName("(");
					do
					{
						sc.MustGetString();
						#ifdef DYNLIGHT
							AddStateLight(&state, sc.String);
						#endif
					}
					while (sc.CheckString(","));
					sc.MustGetStringName(")");
					continue;
				}
				if (sc.Compare("CANRAISE"))
				{
					state.CanRaise = true;
					continue;
				}

				// Make the action name lowercase
				strlwr (sc.String);

				if (DoActionSpecials(sc, state, bag))
				{
					goto endofstate;
				}

				FName funcname = FName(sc.String, true);
				PSymbol *sym = bag.Info->Class->Symbols.FindSymbol (funcname, true);
				if (sym != NULL && sym->SymbolType == SYM_ActionFunction)
				{
					PSymbolActionFunction *afd = static_cast<PSymbolActionFunction *>(sym);
					state.SetAction(afd, false);
					if (!afd->Arguments.IsEmpty())
					{
						const char *params = afd->Arguments.GetChars();
						int numparams = (int)afd->Arguments.Len();
				
						int v;

						if (!islower(*params))
						{
							sc.MustGetStringName("(");
						}
						else
						{
							if (!sc.CheckString("(")) 
							{
								state.ParameterIndex = afd->defaultparameterindex+1;
								goto endofstate;
							}
						}
						
						int paramindex = PrepareStateParameters(&state, numparams, bag.Info->Class);
						int paramstart = paramindex;
						bool varargs = params[numparams - 1] == '+';
						int varargcount = 0;

						if (varargs)
						{
							paramindex++;
						}
						else if (afd->defaultparameterindex > -1)
						{
							StateParams.Copy(paramindex, afd->defaultparameterindex, int(afd->Arguments.Len()));
						}

						while (*params)
						{
							FxExpression *x;
							if ((*params == 'l' || *params == 'L') && sc.CheckNumber())
							{
								// Special case: State label as an offset
								if (sc.Number > 0 && statestring.Len() > 1)
								{
									sc.ScriptError("You cannot use state jumps commands with a jump offset on multistate definitions\n");
								}

								v=sc.Number;
								if (v<0)
								{
									sc.ScriptError("Negative jump offsets are not allowed");
								}

								if (v > 0)
								{
									x = new FxStateByIndex(bag.statedef.GetStateCount() + v, sc);
								}
								else
								{
									x = new FxConstant((FState*)NULL, sc);
								}
							}
							else
							{
								// Use the generic parameter parser for everything else
								x = ParseParameter(sc, bag.Info->Class, *params, false);
							}
							StateParams.Set(paramindex++, x);
							params++;
							if (varargs)
							{
								varargcount++;
							}
							if (*params)
							{
								if (*params == '+')
								{
									if (sc.CheckString(")"))
									{
										StateParams.Set(paramstart, new FxConstant(varargcount, sc));
										goto endofstate;
									}
									params--;
									StateParams.Reserve(1, bag.Info->Class);
								}
								else if ((islower(*params) || *params=='!') && sc.CheckString(")"))
								{
									goto endofstate;
								}
								sc.MustGetStringName (",");
							}
						}
						sc.MustGetStringName(")");
					}
					else 
					{
						sc.MustGetString();
						if (sc.Compare("("))
						{
							sc.ScriptError("You cannot pass parameters to '%s'\n", funcname.GetChars());
						}
						sc.UnGet();
					}
					goto endofstate;
				}
				sc.ScriptError("Invalid state parameter %s\n", sc.String);
			}
			sc.UnGet();
endofstate:
			if (!bag.statedef.AddStates(&state, statestring))
			{
				sc.ScriptError ("Invalid frame character string '%s'", statestring.GetChars());
			}
		}
	}
	sc.SetEscape(true);	// re-enable escape sequences
}
コード例 #10
0
void CHud :: VidInit( void )
{
	m_scrinfo.iSize = sizeof(m_scrinfo);
	GetScreenInfo(&m_scrinfo);

	// ----------
	// Load Sprites
	// ---------
//	m_hsprFont = LoadSprite("sprites/%d_font.spr");
	
	m_hsprLogo = 0;	
	m_hsprCursor = 0;

	if (ScreenWidth < 640)
		m_iRes = 320;
	else
		m_iRes = 640;

	// Only load this once
	if ( !m_pSpriteList )
	{
		// we need to load the hud.txt, and all sprites within
		m_pSpriteList = SPR_GetList("sprites/hud.txt", &m_iSpriteCountAllRes);

		if (m_pSpriteList)
		{
			// count the number of sprites of the appropriate res
			m_iSpriteCount = 0;
			client_sprite_t *p = m_pSpriteList;
			for ( int j = 0; j < m_iSpriteCountAllRes; j++ )
			{
				if ( p->iRes == m_iRes )
					m_iSpriteCount++;
				p++;
			}

			// allocated memory for sprite handle arrays
 			m_rghSprites = new HSPRITE[m_iSpriteCount];
			m_rgrcRects = new wrect_t[m_iSpriteCount];
			m_rgszSpriteNames = new char[m_iSpriteCount * MAX_SPRITE_NAME_LENGTH];

			p = m_pSpriteList;
			int index = 0;
			for ( j = 0; j < m_iSpriteCountAllRes; j++ )
			{
				if ( p->iRes == m_iRes )
				{
					char sz[256];
					sprintf(sz, "sprites/%s.spr", p->szSprite);
					m_rghSprites[index] = SPR_Load(sz);
					m_rgrcRects[index] = p->rc;
					strncpy( &m_rgszSpriteNames[index * MAX_SPRITE_NAME_LENGTH], p->szName, MAX_SPRITE_NAME_LENGTH );

					index++;
				}

				p++;
			}
		}
	}
	else
	{
		// we have already have loaded the sprite reference from hud.txt, but
		// we need to make sure all the sprites have been loaded (we've gone through a transition, or loaded a save game)
		client_sprite_t *p = m_pSpriteList;
		int index = 0;
		for ( int j = 0; j < m_iSpriteCountAllRes; j++ )
		{
			if ( p->iRes == m_iRes )
			{
				char sz[256];
				sprintf( sz, "sprites/%s.spr", p->szSprite );
				m_rghSprites[index] = SPR_Load(sz);
				index++;
			}

			p++;
		}
	}

	// assumption: number_1, number_2, etc, are all listed and loaded sequentially
	m_HUD_number_0 = GetSpriteIndex( "number_0" ); // ORiginal Halflife Number Index Keep For Compatibility

	m_iFontHeight = m_rgrcRects[m_HUD_number_0].bottom - m_rgrcRects[m_HUD_number_0].top;

	//Ben
	m_Health.VidInit();
	m_PredefinedMessage.VidInit();
	m_Points.VidInit();
	m_Clock.VidInit();//Baer
	m_ColourMessage.VidInit();
	m_Crosshair.VidInit();//BP
//	m_CommanderMenu.VidInit();//BP
	//	m_ArmLegShot.VidInit();//Myristate
	m_Ammo.VidInit();
	m_Spectator.VidInit();
	m_Geiger.VidInit();
	m_Train.VidInit();
	m_Message.VidInit();
	m_StatusBar.VidInit();
	m_DeathNotice.VidInit();
	m_SayText.VidInit();
	m_Menu.VidInit();
	m_AmmoSecondary.VidInit();
	m_TextMessage.VidInit();
	m_StatusIcons.VidInit();
	GetClientVoiceMgr()->VidInit();

	if(pParticleManager)
		delete pParticleManager;
	pParticleManager = new CParticleSystemManager;

	char szVersion[16];
	_snprintf(szVersion, sizeof(szVersion) - 1, "%s\0", const_cast<char*>(sBgVersion));

    gEngfuncs.Con_Printf("The Battle Grounds %s, Copyright (C) 2001 - 2004, The Battle Grounds Team and Contributors\n", szVersion);
    gEngfuncs.Con_Printf("The Battle Grounds %s comes with ABSOLUTELY NO WARRANTY\n", szVersion);
    gEngfuncs.Con_Printf("This is free software, and you are welcome to redistribute it\n");
    gEngfuncs.Con_Printf("This software is licensed under the GNU LGPL and comes with a copy of its source\n");
}
コード例 #11
0
ファイル: hud.cpp プロジェクト: XashDev/XashXT
void CHud :: VidInit( void )
{
	m_scrinfo.iSize = sizeof( m_scrinfo );
	GetScreenInfo( &m_scrinfo );

	// ----------
	// Load Sprites
	// ---------
	m_hHudError = 0;
	
	if( ScreenWidth < 640 )
		m_iRes = 320;
	else m_iRes = 640;
	
	// Only load this once
	if( !m_pSpriteList )
	{
		// we need to load the hud.txt, and all sprites within
		m_pSpriteList = SPR_GetList( "sprites/hud.txt", &m_iSpriteCountAllRes );

		if( m_pSpriteList )
		{
			// count the number of sprites of the appropriate res
			client_sprite_t *p = m_pSpriteList;
			m_iSpriteCount = 0;

			for( int j = 0; j < m_iSpriteCountAllRes; j++ )
			{
				if( p->iRes == m_iRes )
					m_iSpriteCount++;
				p++;
			}

			// allocated memory for sprite handle arrays
 			m_rghSprites = new HSPRITE[m_iSpriteCount];
			m_rgrcRects = new wrect_t[m_iSpriteCount];
			m_rgszSpriteNames = new char[m_iSpriteCount * MAX_SPRITE_NAME_LENGTH];

			p = m_pSpriteList;
			int index = 0;

			for( j = 0; j < m_iSpriteCountAllRes; j++ )
			{
				if( p->iRes == m_iRes )
				{
					char sz[256];
					Q_snprintf( sz, sizeof( sz ), "sprites/%s.spr", p->szSprite );
					m_rghSprites[index] = SPR_Load( sz );
					m_rgrcRects[index] = p->rc;
					Q_strncpy( &m_rgszSpriteNames[index * MAX_SPRITE_NAME_LENGTH], p->szName, MAX_SPRITE_NAME_LENGTH );

					index++;
				}
				p++;
			}
		}
		else
		{
			ALERT( at_warning, "hud.txt couldn't load\n");
			m_pCvarDraw->value = 0;
			return;
		}
	}
	else
	{
		// we have already have loaded the sprite reference from hud.txt, but
		// we need to make sure all the sprites have been loaded (we've gone through a transition, or loaded a save game)
		client_sprite_t *p = m_pSpriteList;

		for( int j = 0, index = 0; j < m_iSpriteCountAllRes; j++ )
		{
			if( p->iRes == m_iRes )
			{
				char sz[256];
				Q_snprintf( sz, sizeof( sz ), "sprites/%s.spr", p->szSprite );
				m_rghSprites[index] = SPR_Load( sz );
				index++;
			}
			p++;
		}
	}

	// assumption: number_1, number_2, etc, are all listed and loaded sequentially
	m_HUD_number_0 = GetSpriteIndex( "number_0" );
	m_iFontHeight = m_rgrcRects[m_HUD_number_0].bottom - m_rgrcRects[m_HUD_number_0].top;
	
	// loading error sprite
	m_HUD_error = GetSpriteIndex( "error" );
	m_hHudError = GetSprite( m_HUD_error );
	
	m_Ammo.VidInit();
	m_Health.VidInit();
	m_Geiger.VidInit();
	m_Train.VidInit();
	m_Battery.VidInit();
	m_Flash.VidInit();
	m_MOTD.VidInit();
	m_Message.VidInit();
	m_Scoreboard.VidInit();
	m_StatusBar.VidInit();
	m_DeathNotice.VidInit();
	m_SayText.VidInit();
	m_Menu.VidInit();
	m_AmmoSecondary.VidInit();
	m_TextMessage.VidInit();
	m_StatusIcons.VidInit();
}
コード例 #12
0
void CHud :: VidInit( void )
{
	#ifdef ENGINE_DEBUG
		CONPRINT("## CHud::VidInit (hi from me)\n");
	#endif

	m_scrinfo.iSize = sizeof(m_scrinfo);
	GetScreenInfo(&m_scrinfo);

	// ----------
	// Load Sprites
	// ---------
//	m_hsprFont = LoadSprite("sprites/%d_font.spr");
	
	m_hsprLogo = 0;	
	m_hsprCursor = 0;
	numMirrors = 0;
	ResetRain();

	//LRC - clear all shiny surfaces
	if (m_pShinySurface)
	{
		delete m_pShinySurface;
		m_pShinySurface = NULL;
	}

	if (ScreenWidth < 640)
		m_iRes = 320;
	else
		m_iRes = 640;

	// Only load this once
	if ( !m_pSpriteList )
	{
		// we need to load the hud.txt, and all sprites within
		m_pSpriteList = SPR_GetList("sprites/hud.txt", &m_iSpriteCountAllRes);

		if (m_pSpriteList)
		{
			// count the number of sprites of the appropriate res
			m_iSpriteCount = 0;
			client_sprite_t *p = m_pSpriteList;
			int j;
			for ( j = 0; j < m_iSpriteCountAllRes; j++ )
			{
				if ( p->iRes == m_iRes )
					m_iSpriteCount++;
				p++;
			}

			// allocated memory for sprite handle arrays
 			m_rghSprites = new HL_HSPRITE[m_iSpriteCount];
			m_rgrcRects = new wrect_t[m_iSpriteCount];
			m_rgszSpriteNames = new char[m_iSpriteCount * MAX_SPRITE_NAME_LENGTH];

			p = m_pSpriteList;
			int index = 0;
			for ( j = 0; j < m_iSpriteCountAllRes; j++ )
			{
				if ( p->iRes == m_iRes )
				{
					char sz[256];
					sprintf(sz, "sprites/%s.spr", p->szSprite);
					m_rghSprites[index] = SPR_Load(sz);
					m_rgrcRects[index] = p->rc;
					strncpy( &m_rgszSpriteNames[index * MAX_SPRITE_NAME_LENGTH], p->szName, MAX_SPRITE_NAME_LENGTH );

					index++;
				}

				p++;
			}
		}
	}
	else
	{
		// we have already have loaded the sprite reference from hud.txt, but
		// we need to make sure all the sprites have been loaded (we've gone through a transition, or loaded a save game)
		client_sprite_t *p = m_pSpriteList;
		int index = 0;
		for ( int j = 0; j < m_iSpriteCountAllRes; j++ )
		{
			if ( p->iRes == m_iRes )
			{
				char sz[256];
				sprintf( sz, "sprites/%s.spr", p->szSprite );
				m_rghSprites[index] = SPR_Load(sz);
				index++;
			}

			p++;
		}
	}

	// assumption: number_1, number_2, etc, are all listed and loaded sequentially
	m_HUD_number_0 = GetSpriteIndex( "number_0" );

	m_iFontHeight = m_rgrcRects[m_HUD_number_0].bottom - m_rgrcRects[m_HUD_number_0].top;

	m_Ammo.VidInit();
	m_Health.VidInit();
	m_Spectator.VidInit();
	m_Geiger.VidInit();
	m_Train.VidInit();
	m_Battery.VidInit();
	m_Flash.VidInit();
	m_Message.VidInit();
	m_StatusBar.VidInit();
	m_DeathNotice.VidInit();
	m_SayText.VidInit();
	m_Menu.VidInit();
	m_AmmoSecondary.VidInit();
	m_TextMessage.VidInit();
	m_StatusIcons.VidInit();
	GetClientVoiceMgr()->VidInit();

	m_Particle.VidInit(); // (LRC) -- 30/08/02 November235: Particles to Order
	m_Lensflare.VidInit();
}
コード例 #13
0
ファイル: hud.cpp プロジェクト: JoelTroch/am_src_rebirth
void CHud :: VidInit( void )
{
	m_scrinfo.iSize = sizeof(m_scrinfo);
	GetScreenInfo(&m_scrinfo);

	// ----------
	// Load Sprites
	// ---------
//	m_hsprFont = LoadSprite("sprites/%d_font.spr");
	
	m_hsprLogo = 0;	
	m_hsprCursor = 0;
	ResetRain();

	//LRC - clear all shiny surfaces
	if (m_pShinySurface)
	{
		delete m_pShinySurface;
		m_pShinySurface = NULL;
	}

	if (ScreenWidth < 640)
		m_iRes = 320;
	else
		m_iRes = 640;

	// Only load this once
	if ( !m_pSpriteList )
	{
		// we need to load the hud.txt, and all sprites within
		m_pSpriteList = SPR_GetList("scripts/hud.txt", &m_iSpriteCountAllRes);
//		m_pSpriteList = SPR_GetList("sprites/hud.txt", &m_iSpriteCountAllRes);

		if (m_pSpriteList)
		{
			// count the number of sprites of the appropriate res
			m_iSpriteCount = 0;
			client_sprite_t *p = m_pSpriteList;
			for ( int j = 0; j < m_iSpriteCountAllRes; j++ )
			{
				if ( p->iRes == m_iRes )
					m_iSpriteCount++;
				p++;
			}

			// allocated memory for sprite handle arrays
 			m_rghSprites = new HSPRITE[m_iSpriteCount];
			m_rgrcRects = new wrect_t[m_iSpriteCount];
			m_rgszSpriteNames = new char[m_iSpriteCount * MAX_SPRITE_NAME_LENGTH];

			p = m_pSpriteList;
			int index = 0;
			for ( j = 0; j < m_iSpriteCountAllRes; j++ )
			{
				if ( p->iRes == m_iRes )
				{
					char sz[256];
					sprintf(sz, "sprites/%s.spr", p->szSprite);
					m_rghSprites[index] = SPR_Load(sz);
					m_rgrcRects[index] = p->rc;
					strncpy( &m_rgszSpriteNames[index * MAX_SPRITE_NAME_LENGTH], p->szName, MAX_SPRITE_NAME_LENGTH );

					index++;
				}

				p++;
			}
		}
	}
	else
	{
		// we have already have loaded the sprite reference from hud.txt, but
		// we need to make sure all the sprites have been loaded (we've gone through a transition, or loaded a save game)
		client_sprite_t *p = m_pSpriteList;
		int index = 0;
		for ( int j = 0; j < m_iSpriteCountAllRes; j++ )
		{
			if ( p->iRes == m_iRes )
			{
				char sz[256];
				sprintf( sz, "sprites/%s.spr", p->szSprite );
				m_rghSprites[index] = SPR_Load(sz);
				index++;
			}

			p++;
		}
	}

	// assumption: number_1, number_2, etc, are all listed and loaded sequentially
	m_HUD_number_0 = GetSpriteIndex( "number_0" );

	m_iFontHeight = m_rgrcRects[m_HUD_number_0].bottom - m_rgrcRects[m_HUD_number_0].top;

	m_Ammo.VidInit();
	m_Health.VidInit();
	m_Spectator.VidInit();
	m_Geiger.VidInit();
	m_Train.VidInit();
	m_Battery.VidInit();
	m_Flash.VidInit();
	m_Message.VidInit();
	m_StatusBar.VidInit();
	m_DeathNotice.VidInit();
	m_SayText.VidInit();
	m_Menu.VidInit();
	m_AmmoSecondary.VidInit();
	m_TextMessage.VidInit();
	m_StatusIcons.VidInit();
	GetClientVoiceMgr()->VidInit();
	// advanced NVG
	m_NVG.VidInit();
	// advanced NVG
	m_Cine.VidInit();
	m_Ricardo.VidInit();
	m_LuzBar.VidInit();
	m_FlashBar.VidInit();
	m_HudRadar.VidInit();
	m_Money.VidInit();
	m_Tbutton.VidInit();

	if(pParticleManager)
	{
		delete pParticleManager;
	}

	//sys add
	pParticleManager = new CParticleSystemManager;
	pParticleManager->PrecacheTextures();

	if ( CVAR_GET_FLOAT( "cl_playmusic" ) == 1 )
		gMP3.PlayMP3( "", -1 );
	  
//	gEngfuncs.Con_Printf("Arrange Mode %s, Copyright (C) 2004 - 2007, Arrange Mode Team and Contributors\n");
 //   gEngfuncs.Con_Printf("TArrange Mode %s comes with ABSOLUTELY NO WARRANTY\n");
 //   gEngfuncs.Con_Printf("This is free software, and you are welcome to redistribute it\n");
  //  gEngfuncs.Con_Printf("This software is licensed under the GNU LGPL and comes with a copy of its source\n");
}
コード例 #14
0
ファイル: info.cpp プロジェクト: Blzut3/gzdoom
DEFINE_ACTION_FUNCTION(AActor, GetSpriteIndex)
{
	PARAM_PROLOGUE;
	PARAM_NAME(sprt);
	ACTION_RETURN_INT(GetSpriteIndex(sprt.GetChars(), false));
}